// Copyright 2019 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "common/assert.h" #include "common/common_types.h" #include "common/fs/file.h" #include "common/fs/fs.h" #include "common/fs/path_util.h" #include "common/logging/log.h" #include "common/scm_rev.h" #include "common/settings.h" #include "common/zstd_compression.h" #include "core/core.h" #include "core/hle/kernel/k_process.h" #include "video_core/engines/shader_type.h" #include "video_core/renderer_opengl/gl_shader_cache.h" #include "video_core/renderer_opengl/gl_shader_disk_cache.h" namespace OpenGL { using Tegra::Engines::ShaderType; using VideoCommon::Shader::BindlessSamplerMap; using VideoCommon::Shader::BoundSamplerMap; using VideoCommon::Shader::KeyMap; using VideoCommon::Shader::SeparateSamplerKey; using ShaderCacheVersionHash = std::array; struct ConstBufferKey { u32 cbuf = 0; u32 offset = 0; u32 value = 0; }; struct BoundSamplerEntry { u32 offset = 0; Tegra::Engines::SamplerDescriptor sampler; }; struct SeparateSamplerEntry { u32 cbuf1 = 0; u32 cbuf2 = 0; u32 offset1 = 0; u32 offset2 = 0; Tegra::Engines::SamplerDescriptor sampler; }; struct BindlessSamplerEntry { u32 cbuf = 0; u32 offset = 0; Tegra::Engines::SamplerDescriptor sampler; }; namespace { constexpr u32 NativeVersion = 21; ShaderCacheVersionHash GetShaderCacheVersionHash() { ShaderCacheVersionHash hash{}; const std::size_t length = std::min(std::strlen(Common::g_shader_cache_version), hash.size()); std::memcpy(hash.data(), Common::g_shader_cache_version, length); return hash; } } // Anonymous namespace ShaderDiskCacheEntry::ShaderDiskCacheEntry() = default; ShaderDiskCacheEntry::~ShaderDiskCacheEntry() = default; bool ShaderDiskCacheEntry::Load(Common::FS::IOFile& file) { if (!file.ReadObject(type)) { return false; } u32 code_size; u32 code_size_b; if (!file.ReadObject(code_size) || !file.ReadObject(code_size_b)) { return false; } code.resize(code_size); code_b.resize(code_size_b); if (file.Read(code) != code_size) { return false; } if (HasProgramA() && file.Read(code_b) != code_size_b) { return false; } u8 is_texture_handler_size_known; u32 texture_handler_size_value; u32 num_keys; u32 num_bound_samplers; u32 num_separate_samplers; u32 num_bindless_samplers; if (!file.ReadObject(unique_identifier) || !file.ReadObject(bound_buffer) || !file.ReadObject(is_texture_handler_size_known) || !file.ReadObject(texture_handler_size_value) || !file.ReadObject(graphics_info) || !file.ReadObject(compute_info) || !file.ReadObject(num_keys) || !file.ReadObject(num_bound_samplers) || !file.ReadObject(num_separate_samplers) || !file.ReadObject(num_bindless_samplers)) { return false; } if (is_texture_handler_size_known) { texture_handler_size = texture_handler_size_value; } std::vector flat_keys(num_keys); std::vector flat_bound_samplers(num_bound_samplers); std::vector flat_separate_samplers(num_separate_samplers); std::vector flat_bindless_samplers(num_bindless_samplers); if (file.Read(flat_keys) != flat_keys.size() || file.Read(flat_bound_samplers) != flat_bound_samplers.size() || file.Read(flat_separate_samplers) != flat_separate_samplers.size() || file.Read(flat_bindless_samplers) != flat_bindless_samplers.size()) { return false; } for (const auto& entry : flat_keys) { keys.insert({{entry.cbuf, entry.offset}, entry.value}); } for (const auto& entry : flat_bound_samplers) { bound_samplers.emplace(entry.offset, entry.sampler); } for (const auto& entry : flat_separate_samplers) { SeparateSamplerKey key; key.buffers = {entry.cbuf1, entry.cbuf2}; key.offsets = {entry.offset1, entry.offset2}; separate_samplers.emplace(key, entry.sampler); } for (const auto& entry : flat_bindless_samplers) { bindless_samplers.insert({{entry.cbuf, entry.offset}, entry.sampler}); } return true; } bool ShaderDiskCacheEntry::Save(Common::FS::IOFile& file) const { if (!file.WriteObject(static_cast(type)) || !file.WriteObject(static_cast(code.size())) || !file.WriteObject(static_cast(code_b.size()))) { return false; } if (file.Write(code) != code.size()) { return false; } if (HasProgramA() && file.Write(code_b) != code_b.size()) { return false; } if (!file.WriteObject(unique_identifier) || !file.WriteObject(bound_buffer) || !file.WriteObject(static_cast(texture_handler_size.has_value())) || !file.WriteObject(texture_handler_size.value_or(0)) || !file.WriteObject(graphics_info) || !file.WriteObject(compute_info) || !file.WriteObject(static_cast(keys.size())) || !file.WriteObject(static_cast(bound_samplers.size())) || !file.WriteObject(static_cast(separate_samplers.size())) || !file.WriteObject(static_cast(bindless_samplers.size()))) { return false; } std::vector flat_keys; flat_keys.reserve(keys.size()); for (const auto& [address, value] : keys) { flat_keys.push_back(ConstBufferKey{address.first, address.second, value}); } std::vector flat_bound_samplers; flat_bound_samplers.reserve(bound_samplers.size()); for (const auto& [address, sampler] : bound_samplers) { flat_bound_samplers.push_back(BoundSamplerEntry{address, sampler}); } std::vector flat_separate_samplers; flat_separate_samplers.reserve(separate_samplers.size()); for (const auto& [key, sampler] : separate_samplers) { SeparateSamplerEntry entry; std::tie(entry.cbuf1, entry.cbuf2) = key.buffers; std::tie(entry.offset1, entry.offset2) = key.offsets; entry.sampler = sampler; flat_separate_samplers.push_back(entry); } std::vector flat_bindless_samplers; flat_bindless_samplers.reserve(bindless_samplers.size()); for (const auto& [address, sampler] : bindless_samplers) { flat_bindless_samplers.push_back( BindlessSamplerEntry{address.first, address.second, sampler}); } return file.Write(flat_keys) == flat_keys.size() && file.Write(flat_bound_samplers) == flat_bound_samplers.size() && file.Write(flat_separate_samplers) == flat_separate_samplers.size() && file.Write(flat_bindless_samplers) == flat_bindless_samplers.size(); } ShaderDiskCacheOpenGL::ShaderDiskCacheOpenGL() = default; ShaderDiskCacheOpenGL::~ShaderDiskCacheOpenGL() = default; void ShaderDiskCacheOpenGL::BindTitleID(u64 title_id_) { title_id = title_id_; } std::optional> ShaderDiskCacheOpenGL::LoadTransferable() { // Skip games without title id const bool has_title_id = title_id != 0; if (!Settings::values.use_disk_shader_cache.GetValue() || !has_title_id) { return std::nullopt; } Common::FS::IOFile file{GetTransferablePath(), Common::FS::FileAccessMode::Read, Common::FS::FileType::BinaryFile}; if (!file.IsOpen()) { LOG_INFO(Render_OpenGL, "No transferable shader cache found"); is_usable = true; return std::nullopt; } u32 version{}; if (!file.ReadObject(version)) { LOG_ERROR(Render_OpenGL, "Failed to get transferable cache version, skipping it"); return std::nullopt; } if (version < NativeVersion) { LOG_INFO(Render_OpenGL, "Transferable shader cache is old, removing"); file.Close(); InvalidateTransferable(); is_usable = true; return std::nullopt; } if (version > NativeVersion) { LOG_WARNING(Render_OpenGL, "Transferable shader cache was generated with a newer version " "of the emulator, skipping"); return std::nullopt; } // Version is valid, load the shaders std::vector entries; while (static_cast(file.Tell()) < file.GetSize()) { ShaderDiskCacheEntry& entry = entries.emplace_back(); if (!entry.Load(file)) { LOG_ERROR(Render_OpenGL, "Failed to load transferable raw entry, skipping"); return std::nullopt; } } is_usable = true; return {std::move(entries)}; } std::vector ShaderDiskCacheOpenGL::LoadPrecompiled() { if (!is_usable) { return {}; } Common::FS::IOFile file{GetPrecompiledPath(), Common::FS::FileAccessMode::Read, Common::FS::FileType::BinaryFile}; if (!file.IsOpen()) { LOG_INFO(Render_OpenGL, "No precompiled shader cache found"); return {}; } if (const auto result = LoadPrecompiledFile(file)) { return *result; } LOG_INFO(Render_OpenGL, "Failed to load precompiled cache"); file.Close(); InvalidatePrecompiled(); return {}; } std::optional> ShaderDiskCacheOpenGL::LoadPrecompiledFile( Common::FS::IOFile& file) { // Read compressed file from disk and decompress to virtual precompiled cache file std::vector compressed(file.GetSize()); if (file.Read(compressed) != file.GetSize()) { return std::nullopt; } const std::vector decompressed = Common::Compression::DecompressDataZSTD(compressed); SaveArrayToPrecompiled(decompressed.data(), decompressed.size()); precompiled_cache_virtual_file_offset = 0; ShaderCacheVersionHash file_hash{}; if (!LoadArrayFromPrecompiled(file_hash.data(), file_hash.size())) { precompiled_cache_virtual_file_offset = 0; return std::nullopt; } if (GetShaderCacheVersionHash() != file_hash) { LOG_INFO(Render_OpenGL, "Precompiled cache is from another version of the emulator"); precompiled_cache_virtual_file_offset = 0; return std::nullopt; } std::vector entries; while (precompiled_cache_virtual_file_offset < precompiled_cache_virtual_file.GetSize()) { u32 binary_size; auto& entry = entries.emplace_back(); if (!LoadObjectFromPrecompiled(entry.unique_identifier) || !LoadObjectFromPrecompiled(entry.binary_format) || !LoadObjectFromPrecompiled(binary_size)) { return std::nullopt; } entry.binary.resize(binary_size); if (!LoadArrayFromPrecompiled(entry.binary.data(), entry.binary.size())) { return std::nullopt; } } return entries; } void ShaderDiskCacheOpenGL::InvalidateTransferable() { if (!Common::FS::RemoveFile(GetTransferablePath())) { LOG_ERROR(Render_OpenGL, "Failed to invalidate transferable file={}", Common::FS::PathToUTF8String(GetTransferablePath())); } InvalidatePrecompiled(); } void ShaderDiskCacheOpenGL::InvalidatePrecompiled() { // Clear virtaul precompiled cache file precompiled_cache_virtual_file.Resize(0); if (!Common::FS::RemoveFile(GetPrecompiledPath())) { LOG_ERROR(Render_OpenGL, "Failed to invalidate precompiled file={}", Common::FS::PathToUTF8String(GetPrecompiledPath())); } } void ShaderDiskCacheOpenGL::SaveEntry(const ShaderDiskCacheEntry& entry) { if (!is_usable) { return; } const u64 id = entry.unique_identifier; if (stored_transferable.contains(id)) { // The shader already exists return; } Common::FS::IOFile file = AppendTransferableFile(); if (!file.IsOpen()) { return; } if (!entry.Save(file)) { LOG_ERROR(Render_OpenGL, "Failed to save raw transferable cache entry, removing"); file.Close(); InvalidateTransferable(); return; } stored_transferable.insert(id); } void ShaderDiskCacheOpenGL::SavePrecompiled(u64 unique_identifier, GLuint program) { if (!is_usable) { return; } // TODO(Rodrigo): This is a design smell. I shouldn't be having to manually write the header // when writing the dump. This should be done the moment I get access to write to the virtual // file. if (precompiled_cache_virtual_file.GetSize() == 0) { SavePrecompiledHeaderToVirtualPrecompiledCache(); } GLint binary_length; glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length); GLenum binary_format; std::vector binary(binary_length); glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data()); if (!SaveObjectToPrecompiled(unique_identifier) || !SaveObjectToPrecompiled(binary_format) || !SaveObjectToPrecompiled(static_cast(binary.size())) || !SaveArrayToPrecompiled(binary.data(), binary.size())) { LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016X}, removing", unique_identifier); InvalidatePrecompiled(); } } Common::FS::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const { if (!EnsureDirectories()) { return {}; } const auto transferable_path{GetTransferablePath()}; const bool existed = Common::FS::Exists(transferable_path); Common::FS::IOFile file{transferable_path, Common::FS::FileAccessMode::Append, Common::FS::FileType::BinaryFile}; if (!file.IsOpen()) { LOG_ERROR(Render_OpenGL, "Failed to open transferable cache in path={}", Common::FS::PathToUTF8String(transferable_path)); return {}; } if (!existed || file.GetSize() == 0) { // If the file didn't exist, write its version if (!file.WriteObject(NativeVersion)) { LOG_ERROR(Render_OpenGL, "Failed to write transferable cache version in path={}", Common::FS::PathToUTF8String(transferable_path)); return {}; } } return file; } void ShaderDiskCacheOpenGL::SavePrecompiledHeaderToVirtualPrecompiledCache() { const auto hash{GetShaderCacheVersionHash()}; if (!SaveArrayToPrecompiled(hash.data(), hash.size())) { LOG_ERROR( Render_OpenGL, "Failed to write precompiled cache version hash to virtual precompiled cache file"); } } void ShaderDiskCacheOpenGL::SaveVirtualPrecompiledFile() { precompiled_cache_virtual_file_offset = 0; const std::vector uncompressed = precompiled_cache_virtual_file.ReadAllBytes(); const std::vector compressed = Common::Compression::CompressDataZSTDDefault(uncompressed.data(), uncompressed.size()); const auto precompiled_path = GetPrecompiledPath(); Common::FS::IOFile file{precompiled_path, Common::FS::FileAccessMode::Write, Common::FS::FileType::BinaryFile}; if (!file.IsOpen()) { LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}", Common::FS::PathToUTF8String(precompiled_path)); return; } if (file.Write(compressed) != compressed.size()) { LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}", Common::FS::PathToUTF8String(precompiled_path)); } } bool ShaderDiskCacheOpenGL::EnsureDirectories() const { const auto CreateDir = [](const std::filesystem::path& dir) { if (!Common::FS::CreateDir(dir)) { LOG_ERROR(Render_OpenGL, "Failed to create directory={}", Common::FS::PathToUTF8String(dir)); return false; } return true; }; return CreateDir(Common::FS::GetYuzuPath(Common::FS::YuzuPath::ShaderDir)) && CreateDir(GetBaseDir()) && CreateDir(GetTransferableDir()) && CreateDir(GetPrecompiledDir()); } std::filesystem::path ShaderDiskCacheOpenGL::GetTransferablePath() const { return GetTransferableDir() / fmt::format("{}.bin", GetTitleID()); } std::filesystem::path ShaderDiskCacheOpenGL::GetPrecompiledPath() const { return GetPrecompiledDir() / fmt::format("{}.bin", GetTitleID()); } std::filesystem::path ShaderDiskCacheOpenGL::GetTransferableDir() const { return GetBaseDir() / "transferable"; } std::filesystem::path ShaderDiskCacheOpenGL::GetPrecompiledDir() const { return GetBaseDir() / "precompiled"; } std::filesystem::path ShaderDiskCacheOpenGL::GetBaseDir() const { return Common::FS::GetYuzuPath(Common::FS::YuzuPath::ShaderDir) / "opengl"; } std::string ShaderDiskCacheOpenGL::GetTitleID() const { return fmt::format("{:016X}", title_id); } } // namespace OpenGL